Feud: The Seer’s Prophecy is a 2 player competitive Engine Building Battler for ages 14+ that plays in about 40 minutes. Players take turns moving their units in their village to activate different zones. The more units you have in a zone, the better the effect.
Manage your units, silver, and insight carefully in order to fulfil the Seer’s prophecy.
Once the game is set up, you will find no randomness in Feud.
Take control of your fate –- leave nothing to chance.
Two clans. A long-held and furious grudge, carried stubbornly across winters, across generations.
But tonight, the leaders of both clans were startled awake in their beds by the same dream, the same prophecy.
The Seer has awakened. They have promised to grant their favour and protection, to usher in an age of prosperity.
But only for one clan. The fiercest clan.
The Seer's final words echo in the minds of both clan leaders as they begin their grim preparations:
"The feud must be settled, through blood and through will."
No one remembers what started the feud, but there can be no doubt that the Seer's call will bring it to an end.
Each game of Feud: The Seer’s Prophecy is different. The cards available for the players is randomized during setup.
Both players will have access to the exact same cards, and after the initial setup there is no randomness. Each time a player may draft a card, they select one face-up card from the Tavern mat or selects a secret card from their hidden deck.
On your turn:
Each player starts the game with their Leader, which is a special type of unit that occupies two zones in the village at the same time.
On your turn, move your units between the different zones on your board to activate their effects. You may move any amount of units, but they may only move to an adjacent zone.
In Feud, you will move your units between six zones in your village. Each of the zones has a different effect; the more units in a zone, the more powerful the effect.
At the market, you’ll earn the silver you need to hire more units.
Spend silver at the Homestead, to recruit units or to make an offering to the Seer in return for a prophecy.
If you seek insight, visit the sacred grove. Insight unlocks access to certain units from the tavern, and may be spent on powerful permanent upgrades to give you the upper hand.
The graveyard is the resting place for your fallen allies. Your Leader honours their deaths by fighting harder; each unit in the graveyard makes your Leader stronger.
Post your units to the wall to give them an advantage when defending your village, or send them to the battlefield to bring the fight to your opponent.
Manage your units, silver, and insight carefully in order to fulfil the Seer’s prophecy….
Recruit a Unit by paying their cost and place them on your board.
Choose a Prophecy card to either play right away, or to put into your hand for later use. Prophecy cards offer one-time effects and may be played on either player’s turn
Place a secret Knowledge card face down on your board to later on activate for a powerful permanent effect.
The active player may assign any amount of Units in their battle zone as attackers. The defending player may then assign units as blockers. Only units on the Wall or in the battlefield can block attacks, and units in the wall are extra good at defending. Each unit may only block one attacker each, except for the Leader who can block up to two.
After blockers have been assigned, damage is dealt.
Only the attacking units deals damage (unless a card says otherwise). If a unit receive damage, wound markers are placed on it. If a unit has wound markers equal to the amount of health it has, it dies and is moved to the graveyard.
Defeat the opponents leader to win the game.
430 x 240 x 105 mm.
2 mm grey board + 157gsm art paper.
Matte Laminination, Linen Finish.
THREE LARGE NEOPRENE MATS:
600 x 400 x 2 mm with rounded corners.
300 POKER SIZED CARDS:
310 gsm black core paper.
AQ Coating, Linen Finish.
16 PAGES RULEBOOK:
300 x 230 mm.
157 gsm art paper. Matte lamination finish.
300 gsm art paper cover. Linen finish.
CUSTOM MADE PLASTIC INSERT
With sorting trays for the different cards.
400 gsm art paper.
25 WOODEN TOKENS
10 PLASTIC DISCS
All pictures shown here are of the prototype. The final design of many elements is subject to change when the game is fully funded.
The short answer is “as soon as we are ready”. The game is 99% done and you are most welcome to give it a go right now on Tabletop Simulator! But the game being finished does not mean it is ready for Kickstarter. The Kickstarter date will be determined and announced as soon as we have enough people signed up to the newsletter. These days a Kickstarters success is greatly determined by how many backers the creators are able to bring to the campaign's launch, so please sign up if you are interested so we can let you know when the campaign will launch!
The current Covid situation has impacted shipping costs a lot, and freight from China is incredibly expensive compared to earlier. Hopefully the prices will stabilize by the time we ship!
We are negotiating with numerous manufacturers and fulfillment providers, working hard to get the costs down as much as possible while still using high quality premium components.
The costs are currently very hard to predict because of covid, mainly because of freight costs varying greatly from month to month.
Feud: The Seer’s Prophecy will ship with luxurious premium components by default.
Stretch goals will include
Bonus payment to the fantastic artist Teguh Suwanda.
Smartphone app for randomized setups.
Pledge Tiers will include
Supporting local youth centres and libraries with copies of Feud: The Seer’s Prophecy.
Name in the rulebook / on the box.
The first prototype of Feud was made in 2017. The idea came to me as a result of a series of frustrating losses in games like Hearthstone, Faeria and Magic the Gathering. In a lot of games your chance of success is greatly tied into how strong your initial hand of card is compared to your opponents, which is most of the time outside of the players control.
So I wanted to create a game where you have full control of what you draw each turn, and incorporate meaningful unit movement. Faeria was a huge inspiration, but I wanted the movement to be simpler while remaining important.
Over the years the core loop of the game has remained mostly the same, but a ton of things have changed and the game has evolved a lot thanks to my amazing playtesters.
In the first version of the game, there was a Flee zone that allowed for characters to run away from battle and hide in the back. There was no cost to this, other than the time it took to move up through the village again. The Leader (or as it was known back then, The Commander) had a super-taunt ability and all enemies were forced to attack it if they were able.
It did not play very well, and the Flee zone was shortly thereafter replaced by the Graveyard. The Graveyard sped up the game considerably by buffing your Commander whenever a friendly unit died.
In 2018 Chris Lewis (HeliosAflame) helped me create a Tabletop Simulator mod for Feud so we could do testing together. Chris was one of the best Faeria players and his feedback was invaluable. With the TTS mod up and running, a lot of testing got done with people from all around the world. A ton of cards were changed (I pretty muched nerfed everything that Chris used to beat me because he managed to find infinite combos that I didn't know existed) and a few mechanics were scrapped because they didn't feel right (such as the Flying keyword and units that could attack at the same time as they are played).
After playtesting for a few months I felt that the game had lots of things working really well, but the games were too long, sometimes up to two hours. Players were mainly focusing on economy and defense, attacking the other player was incredibly difficult and required a lot of setup and calculations. So we got rid of global strikeback (meaning: Defending units no longer attack their attackers) and this was a huge shift in how the game was played. Suddenly there was a lot more action and the game length was drastically reduced.
The next major change the game undertook was made to increase variety/replayability and to make it easier to access for new players. Up until now, each game always used all the cards, players had access to everything at all times and it was a lot to keep track of and remember. So we took inspiration from Dominion and Prismata and made it so that each game uses different cards. At first it was only the knowledge cards. Later on also the Units. And after extensive testing, also the prophecies.
We have gathered data from hundreds of playthroughs. The data includes data from new and experienced players, learning games and tournament games.
Over the years we have worked very hard with our playtesters to balance the game between Player 1 and Player 2. According to the statistics, the game is in a really good place right now in terms of balance, but there are always things to improve. The winning player stats do not take new players score into account.
My name is Joakim Engfors, I come from Sweden but I am currently living in Germany with my wife and two kids (5 and 2 years old).
I have been into games all my life and I love strategy games like Faeria, Onitama and Dominion, and I love to play grindy video games like Tibia and Diablo. My love for creating things with and inside games started early on with map editors in games like Duke Nukem 3D and Half-Life.
I am also a huge fan of professional Starcraft! I have followed the scene since early 2008. I have seen legends rise, fall, and rise again. I especially enjoy watching the big finals live, sitting in the crowd and cheer till I lose my voice. I have traveled pretty far sometimes to see my idols play, stood in long lines to get their signatures and pictures.
I have spent the last decade supporting teenagers and young adults professionally as a social worker in Sweden and Germany. I am very fortunate to have a job that I love so much.
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